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Messages - DiamondDust132

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General Discussion / Re: King of Fighters XIV Video Thread
« on: December 12, 2016, 05:41:55 AM »
Matches with desmond yesterday.
https://www.youtube.com/watch?v=JvxB_40Jq6A

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Mui Mui / Re: Mui Mui Video Thread
« on: December 11, 2016, 06:10:07 PM »

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Alice / Re: Alice Video Thread
« on: December 11, 2016, 05:38:58 PM »
Video tutorial I made. Might go back and do it again because I'm hating the font and color I used, lol
https://www.youtube.com/watch?v=JS4AFAEgBdc

Gato Ray made something similiar, but this showcases her now Southtown Variation follow ups after the 1.03 patch
https://www.youtube.com/watch?v=LkRzV_Fruuw

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Alice / Re: Alice
« on: December 11, 2016, 05:33:08 PM »
Loving that frame data. Wish she had more plus normals to counter her dreadful neutral game.

In terms of 'proper okiezeme', she really only has it in the corner, but it's quite effective. Since her cr.B is cancelable now, you can do it into her Rekkas for another hardknock down. If they block low, you can do her overhead into a MAX MODE combo. She's still not great, but ver 1.03 did wonders for her. She's probably still my best character, as sad as that is to say, lol.

I think it's important to remember how good her st.B and st.D is. st.B is quick, even on block, and one of the closest things she has to a poke. It's not special cancelable, but if it hits, you get full MAX MODE combos. st.D is much slower, but has good range and also leads into full MAX MODE combos depending on spacing. Her neutral game is bad, but you can somewhat hold your own just by throwing those two pokes out.

I think anti airs are where she really suffers. st.A is the only one that I feel is reliable. Her others are just too slow to get the job done, and Tiger Crack works when it feels like it.

All in all, she's still my favorite character to use in this game and usually has a slot of my team. 2nd his her best spot. If you have a point who can build her meter, she does tons of damage. She doesn't build meter very well and is WAY too much of a meter hog to be played at 1st. 3rd is a possibility but she just has too many bad matchups to be relied on as your last hope.

Video tutorial: https://www.youtube.com/watch?v=JS4AFAEgBdc

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Hein / Re: Hein
« on: December 11, 2016, 05:14:24 PM »
Amendo310's frame data helped me IMMENSELY when making his video tutorial and providing the info here, so big shoutout to them. https://docs.google.com/spreadsheets/d/1rXwgnBe_A4RmXYV43lO9_8pHdDTzZPeGy_JjHuwV1Ug/edit#gid=1463602209

Coliflowerz helped me figure out a bunch of his combos and why to use A Bayonet over C Bayonet in longer ones.

Basically, you want to corner your opponent as soon as possible with Hein. His neutral game is quite lacking though becomes very good in the corner since he has access to resets, better pressure, and his buffed command throw. As Coliflowerz said earlier, he's probably best at 2nd since he needs meter to do anything though doesn't do incredible amounts of damage or can just throw stuff around in MAX MODE (like Mature) with meter.

st.A - One of his hop stoppers and his most consistent. Tends to whiff on crouchers. 5 frame startup and -3 on Block
st.B - Has good range and can be used as a poke. Does enough hitstun to lead into MAX MODE combos. 6 frame start up and -2 on block.
st.C - Range is lacking, so not a good poke or anti air. Speed and angle make it decent at stopping hops though. 6 frame start up and -2 on block.
st.D - Slow startup and angle make it almost exclusively an anti air. Tends to whiff on crouchers. 11 frame start up and -6 on block.
CD - Good range but slow start up. Special Cancelable. You can get stuff like King or MAX King midscreen and longer combos in the corner.

Bayonet (f+A) - Command Normal. Combo filler. Will combo from his heavies and does enough hitstun to combo into most of his specials/supers. Range is quite short though, so tends to whiff depending on Hein's spacing/the amount of hits you add to a combo. 10 frame start up and is even on block. If canceled into, it loses a frame of start up but becomes -2 on block.

Blunder (f+B) - Overhead. You can cancel into it from his normals, but nothing it will never combo. Causes Hein to become airborne, so you can only cancel it into Bishop (qcb+B/D in air). Useful in corner combos/pressure. 22 frame start up but safe on block at -1.

cl.A - Close chop with decent range. Special Cancelable. cl.B is better overall. 5 frame startup and -3 on block.
cl.B - Hits low. You can employ this after an empty hops as it starts up faster than his cr.B, combos into Bayonet,
and is Special Cancelable. 4 frame start up and -1 on block.
cl.C - Combo filler. Cancels into Bayonet and Special Cancelable. 8 frame start up and 0 on block.
cl.D - Starts up a frame faster than cl.C. Cancels into Bayonet and Special Cancelable. Seems to activate farther out cl.C. Does same damage as cl.C.

cr.A - Good poke with fast start up. Chains into cr.B and Bayonet. Special Cancelable. 4 frame start up and only -1 on block.
cr.B - Another good poke for him and his main combo starter. Chains into itself and combos into Bayonet. Hits low. Special Cancelable but combos into nothing without Bayonet's help. Depending on Hein's spacing, you may have to cut a cr.B or two out of your combos in order for Bayonet to hit. 5 frame start up and only -1 on block
cr.C - Another poke. Has nice range though not as nice as the animation would suggest. Doesn't hit low. Special Cancelable. Good to cancel into Rook or maybe even A Bayonet. 9 frame start up and +1 on block.
cr.D - Sweep with good range. Special Cancelable.

j.A - Can be used for pressure in the corner alongside j.D. 5 frame startup
j.B - Quick air to air. Whiffs on crouchers, so not a good jump in. 7 frame startup
j.C - Whiffs on a lot of crouchers, so tends to work better as a slow air to air. 9 frame start up
j.D - Good jump in for starting pressure or combos. Hits at a good angle, though can sometimes whiff if mistimed. 7 frame start up.
j.CD - Works great as an air to air. Also good in pressure because it causes a lot of blockstun. If it hits, it pushes the foe toward the corner, which is great for Hein. Only thing to watch out for is the slow start up, which is 12 frames.

Other Notes
-You can now Climax Cancel after the very last hit of his King super as over ver 1.03 instead of having to cut the super off and losing damage.
-Since Knight hits crouchers now, it's great to use in the corner where you're opponent has no space to dodge it.

Video Tutorial: https://www.youtube.com/watch?v=uVUQ8rvHMTc

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Mature / Re: Mature
« on: December 11, 2016, 04:42:49 PM »
Ah. So that's it. I've always wondered why stuff like jump normals never have block frame data.

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Meet & Greet / Greetings!
« on: December 09, 2016, 10:05:39 PM »
How's it going, everyone? The name is DiamondDust132. You may recognize me as that guy who makes tutorials and forgets patch notes all the time. Not sure why it's taken me this long to register on here, but yeah, here I am. Hope to have some good discussions with you all.

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